Real action network gaming system

ABSTRACT

A system enables a user to engage in an interactive game or activity that involves each participant remotely controlling a physical object to effect movement and/or communication related to the game or activity. The system enables each user to remotely control a physical object and observe the actual movement of the object on a display to remotely participate in a game or other activity in substantially real time over a computer network.

CROSS-REFERENCE TO RELATED PATENT APPLICATION

This application relates to U.S. Provisional Patent Application No.60/655,165, filed on Feb. 22, 2005, entitled_REAL ACTION NETWORK GAMINGSYSTEM.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates generally to methods and apparatus forplaying interactive games or participating in interactivities using adistributed computer system and, more particularly, to methods andapparatus by which a user engages in an interactive game or activitythat involves each participant remotely controlling a physical object toeffect movement and/or communication related to the game or activity. Inone implementation of the present invention, the system and method ofthe present invention enable each user to remotely control a physicalobject such as a toy race car and observe the actual movement of theobject on a display to remotely participate in a race in substantiallyreal time. In another implementation, the system and method of thepresent invention enable each user to remotely control and communicatethrough an object such as an animal or human robot to interact withother robots similarly remotely controlled by other users.

2. Description of the Prior Art

The Internet is a vast computer network having many smaller networksthat span the world. A network provides a distributed communicatingsystem of companies and individuals that are interconnected by variouselectronic communication links and computer software protocols. Becauseof the Internet's distributed and open network architecture, it ispossible to transfer data from one computer to any other computerworldwide. In 1991, the World Wide Web (Web or WWW) revolutionized theway information is managed and distributed through the Internet.

The Web is based on the concept of hypertext and a transfer method knownas Hypertext Transfer Protocol (HTTP) that is designed to run primarilyover a Transmission Control Protocol/Internet Protocol (TCP/IP)connection that employs a standard Internet setup. A server computer mayprovide the data, and a client computer may display or process theserved data. TCP may convert the messages into streams of packets at thesource, then reassembles them back into messages at the destination.Internet Protocol (IP) handles addressing, assuring that packets arerouted across multiple nodes and even across multiple networks withmultiple standards. HTTP protocol permits client systems connected tothe Internet to access independent and geographically scattered serversystems also connected to the Internet.

The Web dispenses with command-line utilities that typically require auser to transmit sets of commands to communicate with an Internetserver. Instead, the Web is made up of millions of interconnected Webpages, or documents, which can be displayed on a computer monitor. Hostsrunning special servers provide the Web pages. Software that runs theseWeb servers is relatively simple and is available on a wide range ofcomputer platforms, including personal computers (PCs). Equallyavailable is a form of client software, known as a Web browser, which isused to display Web pages as well as traditional non-Web files on theclient system.

A Web page is static when it requires no variables to displayinformation or link to other predetermined Web pages. A Web page isdynamic when arguments are passed which are either hidden in the Webpage or entered from the client browser to supply the necessary inputsdisplayed on the Web page. Common Gateway Interface (CGI) is a standardfor running external programs from a Web server. CGI specifies how topass arguments to the executing program as part of the HTTP serverrequest. Commonly, a CGI script can take the name and value argumentsfrom an input form of a first Web page that is to be used as a query toaccess a database server and generate a Web page with customized dataresults as output that is passed back to the client browser for display.Client-side browsers, for example, Netscape Navigator or MicrosoftInternet Explorer, provide efficient graphical user interface (GUI)based client applications that implement the client-side portion of theHTTP protocol. One format for information transfer is to createdocuments using Hypertext Markup Language (HTML). HTML Web pages arecomposed of standard text as well as formatting codes that indicate howthe page should be displayed. The client-side browser reads these codesin order to display the page.

Traditionally, in the interactive network gaming industry, games havebeen virtual in nature. For example, a gaming customer registers andlogs on to a gaming Web site to enable the customer to control themovement of an animated character, for example. The customer pays theprovider of the game, typically by credit card.

Accordingly, a problem addressed by the present invention is how toimplement an interactive network gaming system that is not a traditionalvirtual gaming model based on animation but instead enables a gamingcustomer to participate in a real action gaming experience by remotelymanipulating a physical object. Another problem addressed by the presentinvention is providing for automated payment to the game provider, andwhen a credit card is used by the gaming customer, the credit cardissuer as well.

Consequently, there is a need to enable gaming customers to achieve thegoal of real action gaming by empowering them to participate in games inwhich the movement or interaction between physical objects can beremotely controlled. Moreover, easy-to-use interfaces and devices forparticipating in interactive gaming involving remote control of physicalobjects are also needed.

Furthermore, there is a need to incentivize goods and services providersto provide remote real action interactive gaming as an extension to whathas traditionally been local gaming activity by appropriatelycompensating the providers. Consequently, there is a need for a realaction interactive gaming process over the Web or Internet, whereby theproviders of games or other interactive activities will be compensated.

It would also be desirable to provide a process and network fordisplaying movement or other activities involving physical objectscomprising a user-friendly interface. It would additionally be desirableto provide a real action gaming capability in a manner that isinteractive to improve the ability of the gaming customer to remotelycontrol movement or other interactivity of a physical object.Furthermore, it would be desirable to employ interactivity with thegaming customer to optimize the efficiency of participation.

The real action interactive gaming process and system in accordance witha preferred embodiment of the present invention is targeted at solvingthe foregoing problems by approaching the problems in a unique way toprovide desired participation in games involving the movement or otherinteraction of physical objects by gaming customers and compensation togame providers easily and efficiently, including interaction with thecustomers resulting in a user-friendly, interface to control physicalobjects employed in the game or other activity.

SUMMARY OF THE INVENTION

It is a general object of the present invention to provide a method andapparatus for gaming that satisfies a set of gaming needs that are notpresently satisfied by existing virtual games.

It is another object of the present invention to provide such a methodand apparatus for providing a real action game through an interactivedialog with a user.

It is a further object of the present invention to provide such a methodand apparatus under software control for employing the responses by theuser during the interactive dialog to control a physical object in anefficient manner.

It is an additional object of the present invention to satisfy a highlevel of interest in real action games and a willingness to paysignificant fees to play them.

It is an additional object of the present invention to include thecapability to account for payment of fees from the gaming customer tothe game provider upon beginning participation in a real action game.

Accordingly, the present invention provides an embodiment of a newconcept in interactive games. One embodiment of the system and method inaccordance with the present invention implements an exciting new conceptin games that can be played over the Web or Internet. In comparison toknown interactive games available over the Web or Internet, the gamesprovided by the various embodiments of the present invention are notcomputer generated virtual games but instead are actual real games andreal activities that can be played in substantially real time over theWeb or Internet.

Considered in more detail, the apparatus and method in accordance withthe preferred embodiment of the present invention provide a new conceptin games that can be played over the Web or Internet referred to as thereal action Internet gaming system (“RAIGS”). For example, the apparatusand method of the present invention enable a user to engage in aninteractive game or activity that involves each participant remotelycontrolling a physical object to effect movement and/or communicationrelated to the game or activity. In one implementation of the presentinvention, the system and method of the present invention enable eachuser to remotely control a physical object and observe the actualmovement of the object on a display to remotely participate in a game orother activity in substantially real time over a computer network. Theapparatus and method in accordance with one embodiment of the presentinvention create a real action gaming environment through an interactivesession by the gaming customer with a game provided over the Web orInternet by a game provider.

The creation of real action gaming by selecting from a host of suppliersand vendors has substantial advantages compared to simply having virtualgaming Web sites. Thus, the apparatus and method in accordance with thepresent invention enable other goods and services providers to createselected gaming environments for gaming customers.

The business model in accordance with the present invention affordsmonetary incentives to game providers and other goods and servicesproviders. The providers can also be automatically compensated uponparticipation in a game or other activity by the gaming customer.

Considered in more detail, the present invention provides a method andapparatus for effectively and efficiently enabling a gaming customer torequest a game or other activity and retrieving and displaying themovement of a physical object remotely controlled by the gaming customeron a user interface on a computer display or other monitor. Oneembodiment of the present invention provides an interactive procedure tofacilitate a gaming customer's search for available games and otheractivities in which the gaming customer can participate. The interactiveprocedure provides a dialog to narrow the search to facilitate retrievalof a game of interest to the gaming customer and to more efficientlyconverge on the game of interest to the user.

A Web site may be established by one embodiment of the method andapparatus in accordance with the present invention as a resource togaming customers for access to delineate the offering of games and otheractivities that are available at the game provider level. There is aplurality of game and other activity providers from whom games and otheractivities may be selected, and hence the community of providers is acomplex community of potentially varied suppliers and vendors, includingdirect and indirect competitors who compete either in the same games oractivities or provide alternatives to gaming customers.

The real action gaming system in accordance with the various embodimentsof the present invention consists of software that runs on a computersystem to access an interactive game or other activity at the request ofthe gaming customer. The real action gaming system focuses on makingaccess to and participation in a game or other activity a user-friendlyand efficient operation for the gaming customer.

One primary feature of the real action gaming system in accordance withthe various embodiments of the present invention is enabling interactionwith the user participating in a game or other activity to remotelycontrol a physical object over the Web or Internet. The user is alsoable to easily view movement of the physical object on a display orother monitor. The user is further able to effect other transactions,for example, paying the provider of the game or other activity such aseffecting payment by credit or debit card.

Additionally, various embodiments of the method and apparatus inaccordance with the present invention provide accounting forcompensation to the provider of the game or other activity uponparticipation by the gaming customer. One embodiment for accounting isbased on a payment to the provider of the game or other activity bycredit card, for example, which is preferably the Web site accessed foraccess to the game or other activity, but may be an independentaccounting Web site. Finally, another embodiment is based on involving acredit or debit card issuer to automatically process the gamingcustomer's payment, to pay the agreed amount to the provider of the gameor other activity by a charge to that gaming customer's credit or debitcard account, which may include deduction of a service charge accessibleagainst the provider of the game or other activity for handling theaccounting, and to pay the provider the remainder. This implements amulti-tiered business model.

The real action gaming system and associated user interface inaccordance with the preferred embodiment of the present invention do notrequire any extraordinary skill or sophistication on the part of thegaming customer in order to effectively access and participate in a gameor other activity. Also, the user interface provides an interactivedialog to guide the user to locate information of interest to select agame or other activity that is available. The user interface provides adialog to aid the gaming customer participating in an interactive gameor other activity involving the remote control of a physical object overthe Web or Internet. The gaming customer's selections and entries ofinformation during the interactive dialog are also employed to select agame or other activity in which to participate and to effect payment bythe gaming customer, enabling an efficient income-generating value-addedservice for the provider of the game or other activity to provide thegaming customer.

The games and other activities can be adapted to be played through userinteraction with a distributed computing system over the Web orInternet, which is described in more detail below. For example, thesystem may comprise an Internet capable “Dreamcast” video consolecommercially available from Sega. These consoles enable gaming customersto play an exciting new type of game. This is a powerful tool to promotethe sale of these consoles as consumers will be very interested inplaying these new games. The games can also be made to be played withthe use of other devices that are connected to the Web or Internet,including, but not limited to, cellular phones, PAD devices, andportable computers.

The real action gaming system in accordance with various embodiments ofthe present invention satisfies a set of gaming needs that is notpresently satisfied by existing virtual games on the Web or Internet. Inaddition, market research indicates that these games will potentiallygenerate over $50,000,000 in online gaming fees in just the first threeyears of their launch. Other economic benefits that may be expected fromthis real action gaming concept and which are further explained belowinclude: a significant increase in the share of the gaming market by theprovider of games and other activities due to new markets that thisconcept will tap; increase in sales of other software products offeredby the game provider by using a special Web site set up for this conceptas a portal to draw gaming traffic to its other products; and highmarket value (estimated at over $100,000,000 within three years' time)of any new division or subsidiary that is established to provide realaction gaming due to high valuation of unique Web sites that have hightraffic.

The foregoing and other objects, features, and advantages of the presentinvention will become more readily apparent from the following detaileddescription of various embodiments.

BRIEF DESCRIPTION OF THE DRAWING

The various embodiments of the present invention will be described inconjunction with the accompanying figure of the drawing to facilitate anunderstanding of the present invention. In the figure, like referencenumerals refer to like elements. In the drawing:

FIG. 1 shows a diagram of the real action network gaming system inaccordance with one embodiment of the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

The following definitions are adopted for the purpose of the followingdescription of the embodiments of the real action gaming system inaccordance with the various embodiments of the present invention.

Gaming Customer: The term “gaming customer” refers to a person or otherentity who participates in a game or other activity and who may pay forparticipation in a game or other activity provided by a provider ofgames or other activities or a goods and services supplier or vendor.

Goods and Services Suppliers and Vendors: The term “goods and servicessuppliers and vendors” refers to companies or individuals that providegoods and/or services to gaming customers to whom the goods and servicesare provided.

Real Action Gaming System: A technology in accordance with the variousembodiments of the present invention developed to provide interactivegames and other activities to gaming customers and for participating ingames and other activities that involve the remote control of a physicalobject.

The following describes the use case scenarios for the real actiongaming system in accordance with the present invention. The followinggenerally summarizes the system requirements.

The system requirements that are needed to implement one embodiment ofthe real action Web or Internet gaming (RAIG) system are described belowin appropriate sections which describe those particular games oractivities. As shown in FIG. 1, the system requirements cover thehardware and software and set-up facilities to implement the RAIGsystem. The system requirements that comprise the hardware and softwareneeded to implement the RAIG system exist commercially and aretechnically as well as economically feasible to implement. One or moredigital video cameras 12 linked to a computer 14 at the site of the gameor other activity are provided to video the ongoing game or otheractivity. The cameras 12 video the action and are connected to thecomputer 14 at the site of the game or other activity to preferablytransmit the video in real time to a special RAIG Web site 16 via theWeb or Internet 18. The RAIG Web site 16 comprises computer hardware andsoftware to implement the different live action games or otheractivities. Participants with a Web or Internet connection 18 having acomputer 20 with a display or monitor able to handle video are alreadywidespread and may access the RAIG Web site 16 to choose a game or otheractivity in which they want to participate. In summary and in generalthe system hardware requirements are as follows.

An average home computer is capable of playing RAIG system games orother activities. On the one hand, a high speed Internet connection ispreferably provided to play games that need fast response such as remotecar races. On the other hand, a slower Internet connection such as a 56Kmodem is sufficient to play other games that do not need a fastimmediate response, for example, games such as flag planting andpitching a baseball. Additionally, a microphone and speakers may berequired for some games, and a keyboard and sometimes a joystick orother game device 22 (e.g., a game pad) to play certain games arerequired. The venue or locale of the games or other activities istypically an already existing site such as a remote control race cartrack 24 shown in FIG. 1 or boating site, as well as other gaming andentertainment sites that preferably already provide remote controlledgames or other activities employing remote controlled physical objectsbut at which gaming participants are present rather than connected overthe Web or Internet.

In accordance with one embodiment of the RAIG system in accordance withthe present invention, a main Web site is provided for operating theRAIG system for convenience and by way of an example in which one entitycan apply the RAIG system concept. The Web site is typically accessed bya typical gaming customer logging on to participate in a game or otheractivity. The RAIG system allows people to play actual (not virtual)games interactively in real time over the Web or Internet. The gamingcustomer logs on with his or her user name and password and selects agame, for example, a race car game or other activity that has anassociated software program to execute the processes needed for thegaming customer to participate in the game. The gaming customer may playthe race car game, for example, from his or her home or at an arcadeconnected to the Web site sending the signals from the home computer orarcade computer over the Web or Internet to the RAIG Web site, whichthen routes the signals to the game venue. The RAIG system canalternatively be configured to employ a commercially available gameconsole such as the Internet capable Sega Dreamcast console, forexample, rather than the computer 20 and game device 22.

The software requirements are as follows. All the software to play thedifferent games or orchestrate the other activities is preferablylocated on the main RAIG Web site. The software operates each game orother activity including transmitting the signals sent by the gamingcustomer from his or her home computer or the arcade computer to thegame venue computer and sending back to the gaming customer the visualsfrom the game site. The software handles all the gaming customer'sinformation, log in, and the like, and may maintain statistics of eachgaming customer's scores and rank, as well as handling other mattersrelated to playing the RAIG system games such as payment.

At the game destination, for example, at a race car track venue, is thecomputer 14 which transmits the gaming customer's signals through aremote control device 26 (transmitter) coupled to the destinationcomputer. The signals are transmitted to the physical object beingcontrolled such as a race car 28, thus allowing the gaming customer tocontrol the race car on the actual race track over the Web or Internet.The remote control device 26 may be a commercially available remotecontrol device modified to receive signals from the computer at thegaming venue and used to control the race cars at the race track. At therace track or other destination of different RAIG system games, one ormore commercially available remote Web cams 12 are installed to videoand transmit the view of the race track or other venue to thedestination computer and back to the gaming customer over the Web orInternet, thus allowing the gaming customer to race his or her car orparticipate in some other activity involving movement of a physicalobject.

Other games employ other physical devices and objects and materials thatmay be used to play different games with the RAIG system, includingfishing rods, remote controlled boats, remote rocket launchers, gamesfound in arcades such as table hockey, skeet shooting rifles, boardgames, entertainment park activities (for example, water pistol balloonfilling), wish fulfilment devices such as a flag planter, a pitchingdevice, etc. All of these devices and games would all be accessible atthe main RAIG Web site, which would allow a gaming customer the abilityto remotely control and participate in those actual real action gamesand in those other activities over the Web or Internet in real time.

Various examples of RAIG games and other activities will now bedescribed in more detail. One example of an actual Web or Internet gameis actual remote controlled race car races.

Participants from anywhere in the world can control an actual motorizedor electric mini (toy) race car from their home computers or gameconsoles and race other people from across the globe on an actual racetrack set up for racing such cars. This has never been done before andwould place the gaming provider at the forefront of the world gamingindustry. The actual locale with the set-up to manage the car racesalready exists and has been found to be satisfactory for this purpose.Additional game features may include city teams where each city has onecar. The residents of each city can participate and be members of theirteam. They can vote and decide who will be the driver, as well as whowill be back-up driver, team president, etc. This participation modelwill draw a great deal of traffic to the RAIG Web site.

Because there are existing hobby race track sites, capital investmentneeded to implement the RAIG system will be minimized. Modificationsrequired are to set up the video cameras and the remote control devicesto control the race cars linked to an onsite computer which is in turnconnected by the Web or Internet to the RAIG Web site and thence to thehome computer or game console of the gaming customer. Cost and revenueforecasts indicate that the investment would be quickly recouped.

Some reasons for the expected success and profitability of this game arethat:

-   -   Gaming customers are willing to pay to race a car over the Web        or Internet as they are already used to paying significant        amounts to race cars (purchase of a car, batteries, etc.) at        existing hobby race tracks.    -   Hobby race track sites are not always close to interested        racers.    -   With the RAIG system, gaming customers would not have to buy an        expensive car or travel long distances to a competitive race        track club.    -   Gaming customers can race people from different countries.    -   Racers can play from the comfort of their homes.    -   Only a low investment is required. The RAIG Web site could lease        the track or enter a revenue sharing arrangement with the race        track owner, where the race track owner would receive a        percentage of revenues generated by his or her track in exchange        for managing the site and the races. Such a method would        additionally reduce upfront set-up costs. The actual game would        be an extension from virtual racing simulations such as Sega        Sports CART presently sold for the Dreamcast console. A cross        promotion strategy may also provide high synergies to boost        sales of simulation games.

The race car game may also be accessed in an arcade connected by the Webor Internet to the RAIG Web site. Because of the quick response timeneeded for car racing, these races preferably have a fast Web orInternet connection at both the uploading and downloading sides.Therefore, these car races may be best implemented in an arcadeenvironment or in a special game centre that can be offered as afranchise to reduce investment. The games would be played on an arcadecomputer with a large screen that already exists at reasonable prices.This computer would be connected to a fast Web or Internet connectionsuch as a T1, a DSL, or ATM line. An arcade game like this in an arcadewould be a unique and exciting phenomenon and would be an instant hitwith the new Internet generation. It would also be very profitablebecause it would provide the additional benefit of being in an arcadeenvironment in which people are already accustomed to paying for gameplay. It should be noted that this race car game can also be easilyplayed from a home PC as long as it has a fast Internet connection whichare widespread today.

In addition, the investment would not be very large for each arcadecomputer set-up and would be considerably less than for an averagearcade game. Additionally, gaming customers would have the option ofplaying different games from the same computer. Alternatively, aparticular game that is played can be rotated at regular intervals, byjust linking to different software. It should be noted that most of theother games and activities that will be described below can be easilyplayed from the gaming customer's home.

Additional games are also contemplated. One such game is bass fishing.The RAIG system can actually allow a gaming customer to fish from theluxury of his or her office or home. What executive wouldn't like to trythat sometime on a nice warm day when he or she is thinking about doingsome relaxing fishing. He or she can simply access the RAIG Web site andrent an actual fishing rod and fish in a real lake or river. The fishingrod with hundreds of others will be placed in different locations arounda beautiful lake or along a stream. The gaming customer simply clicks ona key on his or her computer or game console to cast the line. He or shecan then go back to work or linger a bit taking in the landscape sent bythe Web video camera. While back at work, a remote sensor will notifythe gaming consumer when a fish is on the line. He or she will then reelin the fish by clicking on another key. In addition, a service may beprovided to deliver the gaming customer's catch on ice to him or her.The gaming customer can then show the fish at his or her office or homeand even cook the fish and enjoy the fish at a meal. The real actionfishing experience is quite feasible and profitable, and surveys ofpeople document that the fishing concept appeals to them.

Surveys and feasibility and profitability research show that there aremany other games with high profit potential. They include the following.

Another game is boat races. The boat race is similar to race car racesbut smaller response time is required. The remotely controlled boats andsites already exist, and so the RAIG system would be inexpensive andeasily implemented. The RAIG system may provide international long termcompetitions to draw more traffic and generate sustained long term cashflows.

Yet another game is an automobile crash derby. There is a great deal ofinterest in being able to participate in an actual crash derby.Participants can purchase inexpensive remote controlled cars online andenter the event. The winner moves on to other competitions. Winners'circles, tournaments, and prizes can be incorporated.

A further game is rocket launches. Gaming customers as well as rockethobbyists can launch an actual model rocket at a distant launching padfor a fee and view the rocket ascend. He or she can, in addition,download the video of the launch onto his or her computer's hard disk orto a writable CD ROM for future viewing and showing to friends. He orshe may also easily e-mail a video file to whomever he or she wants.Again, rocket launching is expected to prove profitable because of thesmall investment required, as the launch site and launches are to bemanaged by the site's owner. Additionally, launching rockets isanticipated to generate high revenues as people are already accustomedto paying significant fees for launching rockets.

The RAIG Web site may also have conventional but actual board games toallow gaming customers the opportunity to play games on real boards,including such games as Monopoly™, chess, checkers, and other games. TheRAIG Web site would cater to a large market of game players who wouldprefer to play with distant people on actual boards instead of onvirtual ones on which they are forced to play at present. These peoplewant to experience actual physical movement of pieces on actual boards.They are not psychologically satisfied with the virtual playing of suchgames, as their experience is playing with actual game boards. Researchshows the above to be true and reveals that the market for such actualgaming is large. Moreover, the investment is low as many of these gamesalready exist in virtual forms.

The RAIG system is also conducive to implementation as actualentertainment park activities. For example, the RAIG Web site can allowgaming customers to have online access to an actual entertainment park.They may play competitive games such as a water pistol balloon fillinggame, and other games and activities that are already automated or canbe automated with minimal investment. The preferred games include onesthat:

-   -   allow multiple players to participate in order to maximize game        revenues;    -   are already automated, thus allowing easy connection to the RAIG        Web site and minimal investment to set up;    -   allow for tournaments, and a learning curve, which generate long        term gaming revenues and increased Web site traffic;    -   accommodate forming teams around each actual player, which would        also increase revenues and traffic to the Web site;    -   one does not have easy access to entertainment park activities;        and    -   one normally pays a fee to play such entertainment park        activities, so people will be willing to pay a fee here also.        The RAIG system can also incorporate arcade games. Some arcade        games such as table hockey may be connected to the RAIG Web site        allowing one-on-one games as at present, or multiple player        teams, for example, one person per hockey player. Each player        can signal to his team mates that he or she would like a pass by        causing his helmet to light, for example. This popular but basic        game is quite popular because of the real action that many        people still crave. Available at the RAIG Web site, this game        would be quite popular and profitable. In addition, it lends        itself well to tournaments and competitions.

The RAIG system also accommodates third-party game development andmanagement. As indicated above, one option to develop new games and keepthe original investment to a minimum is to enable third-partydevelopment of new games. Any person or entity having a race track orother already existing game site, that wants to be part of the RAIG Website, can arrange to become a game provider. They would be required tomanage the game venue and the daily events taking place, in exchange fora percentage of revenues generated from using that game site, forexample. Research of goods and services suppliers and vendors has beenconducted, and this concept has been found to be quite feasible. Thesoftware needed for the game may also be open to third-partydevelopment. Goods and services suppliers and vendors simply have toplace the Web video cameras and remote control devices linked to acomputer at each site and handle the traffic from the RAIG Web site. Itis also contemplated that the investment can be further reduced byhaving the site owner set up and handle the Web video cameras and onsitecomputer functions so that the RAIG Web site simply manages the RAIG Website and marketing.

The RAIG system may also be configured to allow participation in wargames to start a simulated war or enable a gaming customer to at leastdefend his or her nation against a hostile enemy. A gaming customer canactually be part of an army and control his or her own remote controlledmilitary vehicle. Employing existing tanks and jeeps with infrared laserbeam guided weapons and receptors that are programmed to count hits,gaming customers can have two or more armies engage in a realistic playwar resulting in counted fatalities, destroyed vehicles, and a victor atthe end of the battle. This is all technically and economically feasibleas these war games actually take place at certain hobby clubs. Tominimize cost and investment, the RAIG Web site may enter an arrangementwith the owner of the club to manage the battle venue for a percentageof revenues, for example. A computer to manage remotely controlleddevices and Web video cameras is connected over the Web or Internet tothe RAIG Web site to the scene to enable the gaming customers toparticipate.

Below is an example of an implementation of one embodiment of the RAIGsystem for war games. In the following war games example, gamingcustomers from different locations on the globe can control insubstantial real time over the Web or Internet actual remote controltanks, jeeps, or other vehicles and engage each other in actual battlein a common location with real winners and losers. Each person wouldcontrol his vehicle or artillery device and be part of an army.Typically, there would be two armies with each army having approximately10 persons or more battling each other on a common physical terrain. Theremote military vehicles would include current off-the-shelf remotecontrolled tanks and jeeps that can fire actual airsoft bb's and move onthe terrain as the vehicles battle each other. The terrain of the battlesite would be ground and sand with pits and other small obstacles. Eacharmy has its fortress with five targets on its side of the field. Toemerge victorious, an army must achieve an objective such as shootingdown the five targets on top of the enemy's fortress. The tanks andjeeps are allowed to shoot each other and ram each other into the pits.Below are more details as to implementation. Alternatives are possible.

-   -   1) Physical location: approximately 100 feet by 100 feet square.        Preferably, the terrain is flat hard earth.    -   2) Web video cameras: One or two high quality digital video        cameras for live streaming video of the battle scene mounted at        elevated level. An example is a StarDot netcam digital Internet        camera with integrated Web server which can send the video to        the Web or Internet where it will be sent to the players PCs,        appearing on their monitors as a substantial real time viewing        of the battle scene and their vehicles. Some details are IP        addressable, built in Web server. The Web video cameras provide        up to 640×480 resolution with easy set-up.    -   3) Remote controlled battle vehicles: One example is the Panzer        Giant airsoft RC Battle tank which is off-the-shelf for        approximately $100. This tank has a working gun turret which        fires small pellets up to 28 yards. The size is two-and-one-half        feet. Another vehicle is the Military truck which is also        off-the-shelf such as the remote control airsoft Military truck        which has revolving gun turret and fires bb's.    -   4) Users need an average home PC with a Web or Internet        connection to play. A fast connection such as a DSL connection        is preferred for better video. A joystick such as the Logitech        Dexxa joystick with a cable interface type and six buttons is        optional.    -   5) Game Server Portal: Players' control signals are sent from        their PC keyboards, joysticks, or game pads over the Web or        Internet to the main “game server portal” located on the Web,        which in turn redirects the signals to an on-site computer        located at the game site (here the war games location). The        “game server portal” is where gaming customers register as        members; enter credit or debit card information; where members'        statistics are listed, bulletin boards are provided, etc., and        where members go to select which game they wish to play. In this        case they select war games and then which nation's army they        wish to join and which vehicle they wish to control.    -   6) On-Site Gaming Computer: As mentioned above the players'        control signals are sent from their PC's to the “game server        portal” which then redirects the signals to the “on-site gaming        computer” (hosted on a game server) and located at the war game        site. The “on-site gaming computer” then converts these control        signals to specific radio frequency control signals that are        then transmitted by radio frequency transmitters to the remote        controlled vehicles causing them to move or fire their weapons        in battle.    -   7) Once one army wins, the game ends and the results are        declared on-line, and the statistics are imputed to the “game        server portal.” Points are counted and tournaments held where        others battle each other and the winners battle each other in        quarter and semi finals through the final battle for the        championship.

These war games played over the Web or Internet would be popular for thefollowing reasons:

-   -   their high action level;    -   their team involvement and cooperative component;    -   they allow people the luxury of playing them from the comfort of        their homes or the excitement of an arcade;    -   players can build armies with other players from anywhere in the        world;    -   war games are already popular among the youth and middle aged        market segments;    -   there is a large untapped market for war games among gaming        customers who would like to play this type of game but find the        physical sites too far away; and    -   gaming customers are already willing to spend significant        amounts to play this type of game.

Another application of the RAIG system is wish fulfilment. The RAIG Website can be applied to another field which is expected to begroundbreaking and very profitable, namely, the RAIG Web site can beemployed to allow people to do things that they really wish they coulddo but can't for different reasons including distance or cost. Forexample, the theme could be, for example, “What would you like to dotoday?” Thus, the RAIG Web site can basically function as a wishfulfilment Web site. For example, the RAIG system can be applied toallow participants to:

-   -   Plant a Flag in the Sahara Desert or upon Mount Everest. One        flag planting device would not require a very large investment.        A printer would print the name of the gaming customer on the        flag. One would see his or her flag being planted.    -   Pitch a Ball at Wrigley's Field. An existing remote controlled        pitching machine can be connected to the RAIG system via the Web        or Internet. The investment would not be large and would lend        itself to volume business due to the short duration of each        pitching event.    -   Drop a Penney in a Certain Distant Well. The penny dropping        mechanism already exists and would be controlled remotely by a        gaming customer through the RAIG Web site. Thus, the investment        would be minimal. The use of third-party management and multiple        machines would keep the cost low and increase the capacity for        gaming customers and thereby increase revenues.    -   Shout into the Grand Canyon, and Hear an Echo. Very little        investment would be required, and gaming customers would find        the activity fun. The small investment of a speaker system and        microphone would draw a large amount of traffic to the RAIG Web        site, and the activity could be provided for a nominal charge.    -   Anyone for Skeet Shooting? This game would lure executives in        the office and allow the RAIG system to provide an entry into        this potentially lucrative executive entertainment market,        composed of professionals and businessmen who are willing to pay        significant fees to play executive style games. Tournaments by        company, and other tournament ideas with sponsorship potential,        are possible and potentially lucrative. A section of the RAIG        Web site, or another Web site, may be dedicated to executive        entertainment, which would include skeet shooting and other        actual entertainment. A fast corporate Internet connection would        be best for this activity.

Additionally, analysis shows that the RAIG system integrates very wellwith products produced by toy companies, such as Sega Toys,specifically, adapted versions of the “Poo-chi” robot dog and humanoidtoy robots (“BOTS”) and should be very successful and profitable ifapplied to them. For example, visualize the following robotic toyscenarios when the RAIG system is applied to robotic toys. It wouldexpand the scope of the robotic toy industry and further place the toycompany at the forefront of robotic toys.

Imagine friends controlling a Web or Internet adapted W-BOT over the Webor Internet and racing their friends' BOTS in real time, seeing theactual action as it unfolds at a real location using Web video camerasto catch all the action. Gaming customers would enter into differentevents that are limitless, including obstacle courses, picking up blockscompetitions, and the like. The RAIG system can also continue the themeof communication that is being displayed by the present BOTS; forexample, one person can communicate over the Web or Internet to theother person's BOT which transfers one's feelings and emotions andmessage in real time to a receiver implanted in the friend's BOT. Inactuality, the RAIG system would be employed to create a robotic messageand communications zone in which people can communicate with each otherin real time, also expressing emotions, over the Web or Internet, aswill be described in more detail below.

-   -   1) The RAIG system can create a toy farm or robot village in        which all the humanoid robots and Poo-chis or other animals are        located. A gaming customer would access the Web or Internet and        log in to a special Web site, e.g., www.RobotVillage.com. Once        at the site, the gaming customer may select from a list of        robots such as which Poo-chi or humanoid BOT he or she wants to        control or which game he or she wants to play. One could select        a humanoid robot like W-BOT and choose to enter a robot race        with other robots controlled by other gaming customers from        around the world. Visualize racing a dog or humanoid robot        against 5-10 others remotely controlled by others from across        the globe in real time. Such a Web site would be very exciting        and profitable. As mentioned, a gaming customer could choose        from a list of activities such as:        -   a) Communicate with someone: A selection would bring the            gaming customer into a private chat room with BOTS that one            can use to communicate with the other party. A Web video            camera would show all the action, and the messages would be            seen live and transmitted over the Web or Internet.        -   b) Community building activities: One selects a robot to be            part of a family of robots. For example, one gaming customer            chooses the baby, and in that special family room there are            other robots already placed. For example, someone from            England selects to be the older brother, and from Japan,            someone selects to be the father, etc. Subsequently, the            gaming customers can move the robots around the family room,            including a play kitchen, TV room, and the like. The masters            of the robots can communicate with each other and (by a            remote transmitter implanted in his or her BOT and            controlled in real time by the master over the Web or            Internet) the master of the BOT can turn the TV on and off,            and conduct other activities such as make the BOT move and            talk with the other BOTS. The action would last, say, 10-15            minutes, and would be satisfying. The activity would finally            provide a means for people to cause actual action and            movements over the Web or Internet as opposed to presently            where mostly everything is virtual (non-real), leaving that            basic human need for actual movement and contact            unsatisfied. And, it is evident that whenever a presently            unsatisfied basic need can be satisfied, as here, there lies            the potential for a very profitable opportunity.        -   c) Another exciting activity is for the current owner of an            already purchased BOT (with the aid of a Web video camera            that can transmit the actions and emotions of his or her BOT            located at his or her home in front of a Web video camera)            over the Web or Internet to his or her friend's computer            monitor allowing live real time communication. One can talk            to his or her BOT and tell it what to say to his or her            friend, i.e., his BOT might say “How are you?” The message            is then transmitted including the sound (picked up by the            microphone attached to the computer) to his or her friend's            BOT as the sound is transmitted over the Web or Internet and            reproduced by the speaker at the friend's home. The other            BOT then responds on behalf of his master “I am fine.” This            activity is very inexpensive and would provide an exciting            avenue over the Web or Internet to enhance communications            between friends utilizing an already existing and popular            BOT robot.    -   d) The list of potential activities that can be played over the        Web or Internet with these BOTS is limited only by the        imagination.

Market research shows that people are willing to pay significant fees tobe able to play these kinds of games over the Web or Internet. Therevenues can be generated in different manners. A monthly membership feemay be charged to join the RAIG Web site, and monthly fees may becharged which give one the right to use the robots for a certain amountof time. There can be basic to deluxe packages with the latter providingmore time and/or access to more types of robots. Fees of $10-$30 a monthwould be acceptable and could result in significant revenues, and therevenues would be continuous as opposed to only a one-time purchase ofthe BOT. One can also buy BOTs, which would be showcased at the center,thus leading to multiple BOT purchases per consumer. Lastly, one maypromote the sale of the BOTs over the RAIG Web site resulting inincreased exposure and sales, and it is roughly estimated, due to thepresent popularity of robotic toys, that the robotic embodiment cangenerate approximately $100-$150 million of revenues starting the secondyear of the launch. Revenue growth of between 20-35% is expected forfollowing years as more games and activities are added. The popularityof this concept should have a spillover effect (cross-promotionaleffect) and increase the sales of the actual BOTs, as the roboticembodiment would provide the gaming customer with the ability to testand play with robots, which should encourage purchases of the robot at alater stage.

It would be relatively inexpensive to set up such a Web site and set upthe activity centers containing the BOTs. To adapt the BOT, one wouldimplant into the current models or future models produced specificallyfor this embodiment a receiver to receive messages and commands sentfrom a gaming customer's computer over the Web or Internet. Atransmitter at the location would convey the signal to the BOT. Thistechnology all exists and is quite inexpensive. In addition, the onsiteWeb video cameras that transmit over the Web or Internet presently existand are inexpensive. Costs of the RAIG system for the robotic embodimentare estimated to be about 10-20% of revenues such that the net presentvalue (market value) is estimated to be in the hundreds of millions ofU.S. dollars.

The RAIG system supports various business models for interactive gamingover the Web or Internet with a central operating Web site. There areseveral options in order to maximize the profits and value of thebusiness. Three basic approaches that apply to real action Web orInternet gaming are as follows.

One business model is to generate net cash inflows and profits bygenerating revenues either by charging game participants monthlysubscription fees to participate in games or other activities, or byselling the software on line for each game or activity. Gaming customerswould download the software for a particular game or activity and thenparticipate. In addition, the RAIG Web site can benefit from the hightraffic at the site to sell other products and games. Banneradvertising, links, and the like, can also be used to generate cashflow. Even T-shirts, etc., can be sold to this new and large communityof players and fans.

A second business model is to set up the RAIG Web site as a separatedivision or subsidiary of a gaming entity and use it to maximize traffic(eyeballs) to the site, from game players and viewers. A Web site thatcan generate a great deal of traffic draws interest from major portalssuch as Microsoft Corp., Yahoo!, and AOL who actively seek out and paytop dollar for such high traffic sites. Thus, other Web sites may bewilling to pay a substantial sum (roughly in the hundreds of millions ofdollars) to acquire such a division or to merge it in an alreadyexisting gaming network for several reasons:

-   -   The high traffic the Web site is generating would be very        attractive as an acquiring entity would want to direct those        (eyeballs) to its networks and services. This is substantiated        by the experience of “Hotmail”, the free e-mail service that was        bought by Microsoft Corp. for four hundred million dollars for        the high traffic generated by that Web site. And Hotmail is just        one acquisition out of a list of over 2,600 technology        acquisitions completed in 1999, with over 300 of them worth over        one hundred million dollars.    -   The eyeballs would be considered “very sticky.” That is, the        people watching the games would spend time on the Web site and        be involved at a higher level than with most sites. Portals        favour sticky eyeball traffic.    -   The RAIG Web site would draw attention as eyeballs would see it        as something new that must be added to the portfolio of Web        services that they want.

A third business model is to set up the RAIGS system as a new entity andhave in mind the possibility of an IPO. An IPO would lend itself wellfor this business due to:

-   -   potential high brand name recognition;    -   perception of the RAIG Web site as an innovator;    -   perception of the RAIG entity as a firm that will be able to        make the business very profitable in gaming entertainment; and    -   an Internet business such as this has a high perceived market        value.

The RAIG system and Web site support high forecasted profits. Somereasons and estimates indicated by market research and cost benefitanalysis are low game development costs and upfront risk due tothird-party development. Even if an entity is established to set up eachRAIG site (Web video cameras, computer, etc.) the estimate is less thanthree months to profitability assuming just moderate game success.Almost all game revenues after that point in time will be profits. It isestimated that these new games should generate tens of millions ofdollars in online gaming revenues with a high profit margin fromsubscription fees (not including potential for software sales), duringthe first three years after launch. Sales and profits should steadilybut rapidly increase as the RAIG Web site develops and the marketexpands.

While the foregoing description has been with reference to particularembodiments of the present invention, it will be appreciated by thoseskilled in the art that changes in these embodiments may be made withoutdeparting from the principles and spirit of the invention. Accordingly,the scope of the present invention can only be ascertained withreference to the appended claims.

1. A system by which a participant engages in an interactive game oractivity, comprising: a user control to enable the participant toremotely control a physical object to effect movement or communicationrelated to the game or activity by producing control signals; aparticipant computer connected to the user control to process thecontrol signals; a venue computer located at the site of the physicalobject; a communication link to interconnect the participant and venuecomputers via the Web or Internet to communicate the control signalsbetween the computers; a remote control device to connected to the venuecomputer to transmit the control signals to the physical object; andmeans connected to the computers for enabling the participant to observethe actual movement of or communication with the physical object;whereby the participant can remotely participate in a game or otheractivity involving a physical object in substantially real time over acomputer network.
 2. The system of claim 1 wherein the physical objectis a toy race car.
 3. The system of claim 1 wherein the physical objectis an animal or human robot, and each participant is enabled to remotelycontrol and communicate through the animal or human robot to interactwith other robots similarly remotely controlled by other participants.4. The system of claim 1 wherein the means for enabling each participantto observe the actual movement of the physical object is a Web videocamera connected to the venue computer located at the venue of thephysical object for imaging the physical object and a display or monitorconnected to the participant computer located at the site of theparticipant for displaying movement of the physical object.
 5. Thesystem of claim 1, further comprising a computer and software connectedto the Web or Internet to provide automated payment of a game provider.6. The system of claim 1, further comprising a computer and softwareconnected to the Web or Internet to provide automated payment of thegame provider using a credit or debit card and to provide payment of thecredit or debit card issuer as well.
 7. The system of claim 1, furthercomprising means for creating a real action gaming environment throughan interactive session by the participant with a game provided over theWeb or Internet by a game provider.
 8. The system of claim 1, furthercomprising a computer and software connected to the Web or Internet toenable a participant to request a game or other activity and retrievingand displaying the movement of a physical object remotely controlled bythe participant on a user interface on a computer display or othermonitor.
 9. The system of claim 1, further comprising a computer andsoftware connected to the Web or Internet to provide an interactiveprocedure to facilitate a participant's search for available games andother activities in which the participant can participate.
 10. Thesystem of claim 9 wherein the software provides a dialog to narrow thesearch to facilitate retrieval of a game of interest to the participantand to more efficiently converge on the game of interest to theparticipant.
 11. The system of claim 9 wherein the computer and softwareconnected to the Web or Internet provide an interactive procedure tofacilitate a participant's search for available games and otheractivities in which the participant can participate comprises a Web siteestablished to provide a resource to participants for access todelineate the offering of games and other activities that are availableat a game provider level.
 12. The system of claim 11 wherein there is aplurality of game and other activity providers from whom games and otheractivities may be selected and the providers are a complex community ofpotentially varied suppliers and vendors comprising direct and indirectcompetitors who compete either in the same games or activities orprovide alternatives to participants.